Posted by davidcrone on 8/26/2015 1:47:00 PM (view original):
I definitely think recruiting could be better.
I'm sure a lot of other people playing this game have played other sports sims, and I think many of them have recruiting features that could be cool to implement. Basically, I think recruited players should have motivations aside from simply how much money is spent recruiting them. Things like offering the right major, academic rep, offensive and defensive sets used, success of players at their position, etc. Could definitely be used as huge factors in recruiting. Spending money on them should obviously be important, but other factors could be weighed in heavily as well.
I also don't love how FSS works. Bluntly, it's WAY TOO ACCURATE. It would be really cool if you're scouting was more accurate on local players than players across the country. Maybe there could be multiple services rating players, maybe those services could be different than one another, or flat out wrong. I think it would be nice to be able to review game film on a number of players as opposed to just spending higher amounts on scouting trips.
It would also be interesting to see more in-season recruiting implemented.
But, I would personally like to see the game engine tweaked over recruiting tweaks. I think, and I know many agree, that ATH/DEF are just too overpowered. And, as others agree as well, I think ratings overall should be scaled back. A guy having a 100 in anything should be incredibly rare.
Hey Crone - a couple thoughts on your post - I agree that there could be more considerations such as the several that you list. But to me the most glaring and obvious is offensive and defensive sets. To a kid wondering where he will fit in the best and have a chance to play, it seems to me it would be a huge advantage to the school that ran the same offense and/or defense.
As far as FSS goes, I agree and disagree. Yes, it is unrealistically accurate. To know that no matter what, BIlly Bob's rebounding will top out at 51st to 57th percentile of all college kids - is kind of silly. But it is an unrealistic thing I think we need as a game mechanic, otherwise the game is too random. Having less ability to foresee the end skills of these players would be less fun. We still do have the suspense of seeing how high the high/highs go.
The main thing I would like to see is more clear messages. Even after doing this for a while I still have to keep a 'cheat sheet' of what means low/high, what means high/high, and so on. Another cheat sheet for when no means no, or no means maybe . . . that's the part that makes me crazy.
And yes with a scouting report it seems like we should be able to ask the scout to make sure he pays attention to one item - "hey go scout Billy, I am especially curious about his defensive skills." Maybe a box we can use once per cycle like a CV.